WeaponTableDescriptionNameStringUnique name for this weapon.knifeAmmoReferencefalseammo.xtblAmmo.NameFalseAlt_AmmoReferenceAlt Ammofalseammo.xtblAmmo.NameFalseInv_SlotSelectionInventory SlotunarmedunarmedmeleepistolsmgshotgunriflelauncherthrownvehicleFlagsFlagsFlags for this weapon.falsecan zoomone shot shatterbrass during reload onlymelee can dislodge moversclip separatecutscene onlydisallowed in demosunlockableinstant ragdolldual wieldablemanually detonatesoriented explosioncauses convulsionsrevives humansno combat readyalways play melee vfxattachesuse block flinch animsconstant vfx on combat ready onlysecondary trigger fires grenadesunlimited ammoalt unlimited ammohas alt fireinfinite magazine capacitydraw_both_handsuse strafe weapon hand swaplethal meleeallow nohit combosdisallow forward throw in vehicleapply force to live ragdollsnot allowed in human shieldnot allowed in vehicleleft_hand_ik_during_attack_onlyno vehicle combat readyWeapon_ClassReferenceWeapon Classthe class of the weapon, which affects how weapon behave gamesidepistolweapon_class.xtblWeapon_Class.NameFalseCategoryReferenceWeapon category for stash and gun store.weapon_categories.xtblCategories.NameFalseAnimation_GroupReferenceAnimation GroupWhich group of animation to use from the animation set of the characteranim_groups.xtblAnim_Group.NameFalseFine_Aim_Animation_GroupReferenceFine Aim Animation Groupfalseanim_groups.xtblAnim_Group.NameFalseReload_Animation_GroupReferenceReload Animation Groupfalseanim_groups.xtblAnim_Group.NameFalseSpinebend_LimitsReferenceSpinebend Limitsspinebend_limits.xtblSpinebend_Limits.NameFalseStrafe_AnglesReferenceStrafe Anglesstrafe_angles.xtblStrafe_Angles.NameFalseClip_MeshFilenameClip MeshStatic mesh to use for the weapon's clip.falsesmeshxTrueReload_Clip_MeshFilenameReload Clip MeshStatic mesh to use for the weapon's clip when the weapon is being reloaded.falsesmeshxTrueLeft_Hand_MeshFilenameLeft Hand MeshObject appearing in left handfalsesmeshxTrueMuzzle_FlashReferenceMuzzle FlashThe muzzle flash effect for this weapon. (DISABLED!)falseglares.xtblGlare.NameFalseMuzzle_EffectReferenceMuzzle EffectThe muzzle effect for this weapon.falseeffects.xtblEffect.NameFalseAlt_Muzzle_EffectReferenceAlt Muzzle EffectThe muzzle effect for alternate fire for this weapon.falseeffects.xtblEffect.NameFalseMelee_EffectReferenceMelee EffectEffect played when weapon makes melee contact.falseeffects.xtblEffect.NameFalseTracer_EffectReferenceTracer Effectfalseeffects.xtblEffect.NameFalseTarget_GlareReferenceTarget Glarefalseglares.xtblGlare.NameFalseConstant_EffectsListConstant EffectsList of effects to play for this weapon whenever the weapon is equipped. These should be looping effects.Constant_EffectElementConstant EffectEffectReferenceWhich effect to continuously playeffects.xtblEffect.NameFalse48AudioElementAudio attributes for this weapon.Fire_SoundReferenceFire/Attack SoundPlayed when weapon is fired. (firearms) or when weapon is used in a non-pron melee attack.falsefoley.xtblFoley.NameFalseNPC_Fire_SoundReferenceNPC Fire/Attack SoundPlayed when weapon is fired. (firearms) or when weapon is used (Melee).falsefoley.xtblFoley.NameFalseSecondary_Fire_SoundReferenceSecondary Attack SoundPlayed when tossing a throw weapon or secondary firearm attack.falsefoley.xtblFoley.NameFalseFire_Release_SoundReferenceFire Release SoundPlayed when weapon stops firing.falsefoley.xtblFoley.NameFalseNPC_Fire_Release_SoundReferenceNPC Fire Release SoundSound to be played when an NPC releases the trigger.falsefoley.xtblFoley.NameFalseReload_SoundReferenceReload SoundPlayed when weapon is reloaded.falsefoley.xtblFoley.NameFalseNo_Ammo_SoundReferenceNo Ammo SoundPlayed when attempting to reload weapon with no ammo in reserves.falsefoley.xtblFoley.NameFalseMeleeSoundElementMeleeMelee sounds for this weapon.falseProneAttackSoundReferenceProne Attack SoundPlayed when a melee weapon is used on a prone human.falsefoley.xtblFoley.NameFalseImpactFoleyFleshReferenceImpact Foley - HumanFoley to play when this attack connects with a human.falsefoley.xtblFoley.NameFalseHit_Wall_SoundReferenceImapct Foley - WallPlayed when the weapon hits a wall.falsefoley.xtblFoley.NameFalseImpactFoleyWorldReferenceImpact Foley - WorldFoley to play when this attack connects with the world.falsefoley.xtblFoley.NameFalseEmittingSoundElementEmitting SoundUsed for things like the minigun whine, flamethrower, pepper spray, etc. This is separate from the Fire/Attack sounds and can be used together.falseStart_Spinning_SoundReferenceEmitting Start SoundThe start sound for the emitting loop.falsefoley.xtblFoley.NameFalseSpinning_SoundReferenceEmitting Loop SoundThe looping emitting sound for this weapon.falsefoley.xtblFoley.NameFalseStop_Spinning_SoundReferenceEmitting Stop SoundThe stop sound for the emitting loop.falsefoley.xtblFoley.NameFalseOnTriggerElementOn TriggerSounds are played together when the trigger is pulled.falseWarmup_DelayIntWarmup DelayTime (in milliseconds) for the weapon to spin-up, warm-up,
or otherwise transition from non-firing to firing.00Cooldown_DelayIntCooldown Delay00OnSelectionElementOn SelectionSounds are played together when the weapon is selected and when the trigger is pulled.falseWarmup_DelayIntFire/Attack Fade In Time (ms)How quickly to fade this loop int to blend correctly with the attack sound.00Cooldown_DelayIntFire/Attack Fade Out Time (ms)How quickly to fade this loop out to blend correctly with the release sound.00BrassReferenceType of brass to use for this weapon.falseshells.xtblShell.NameFalseTrigger_TypeSelectionTrigger TypeSee the trigger type enumeration for specifics...
"single" (button press required for each shot)
"burst" (hold button down for multiple shots)
"rapid" (which is the same as burst but the audio is treated as a 'single' shot)
"continuous" (which is the same as rapid but the audio is treated as a looping).singlesingleburstrapidcontinuousAlt_Trigger_TypeSelectionAlt Trigger TypeSee trigger type for explanation.singlesingleburstrapidcontinuousMagazine_SizeIntMagazine SizeNumber of rounds in a single magazine (ignored for "thrown" and "melee" weapons).0Ammo_per_ShotFloatAmmo per ShotUnits of ammo consumed per shot. If the weapon is continuous-fire (refire delay of 0 ms), this is how much ammo is consumed per second.1Range_MaxFloatMax. RangeMaximum range of weapon (in meters, ignored for "thrown" weapons)0.0AI_Range_MaxFloatAI Max. RangeMax range of a weapon from an AI point of view. The AI will only use weapon if target is within this range.0.0Sound_RadiusFloatAI Sound RadiusRadius of attack sound (in meters).false0.0Tracer_FrequencyIntTracer FrequencyNumber of shots before a tracer is emitted (only for "burst" fire weapons).false0Time_ManagementElementTime ManagementRefire_DelayIntRefire DelayDelay between shots (in milliseconds, ignored for "thrown" and "melee" weapons).00npc_refire_delayElementNPC refire delay:Specifies a min/max refire delay for NPCs onlyfalseminIntMin0maxIntMax0Pre_Detonate_DelayIntPre Detonate DelayDelay (in milliseconds) between when the player starts throwing a projectile and when they are allowed to manually detonate it.false0Post_Detonate_DelayIntPost Detonate DelayDelay (in milliseconds) between when the player manually detonates a projectile weapon and when they're allowed to throw another one of the same type.false0Firecone_ramp_in_timeFloatFirecone ramp in timefalse0.0Alt_Time_ManagementElementAlt Time ManagementfalseRefire_DelayIntRefire DelayDelay between shots (in milliseconds, ignored for "thrown" and "melee" weapons).00npc_refire_delayElementNPC refire delay:Specifies a min/max refire delay for NPCs onlyfalseminIntMin0maxIntMax0Pre_Detonate_DelayIntPre Detonate DelayDelay (in milliseconds) between when the player starts throwing a projectile and when they are allowed to manually detonate it.false0Post_Detonate_DelayIntPost Detonate DelayDelay (in milliseconds) between when the player manually detonates a projectile weapon and when they're allowed to throw another one of the same type.false0Firecone_ramp_in_timeFloatFirecone ramp in timefalse0.0Damage_MaxElementMax. Damage Per ShotThe maximum damage that this weapon can do per shot in different situations. Weapons can have more than one shot per round (see Shots Per Round).NPC_DamageFloatTo NPCThe maximum damage that this weapon can do to an NPC.0.0Player_DamageFloatTo PlayerThe maximum damage that this weapon can do to the player.0.0Damage_MinElementMin. Damage Per ShotThe minimum damage that this weapon can do per shot in different situations. Weapons can have more than one shot per round (see Shots Per Round).falseNPC_DamageFloatTo NPCThe minimum damage that this weapon can do to an NPC.0.0Player_DamageFloatTo PlayerThe minimum damage that this weapon can do to the player.0.0MeleeAttacksElementMelee AttacksOpening moves for melee attack combosfalseStandingPrimaryReferenceStanding PrimaryPrimary attack move while standing normally.falsemelee.xtblMeleeMove.NameFalseStandingSecondaryReferenceStanding SecondarySecondary attack move while standing normally.falsemelee.xtblMeleeMove.NameFalseHard_PrimaryReferenceStanding Hard PrimaryOpening primary power attack. Should be followed in the primary branch by the next (more powerful) attack.falsemelee.xtblMeleeMove.NameFalseHard_SecondaryReferenceStanding Hard SecondaryOpening secondary power attack. Should be followed in the secondary branch by the next (more powerful) attack.falsemelee.xtblMeleeMove.NameFalseMovingPrimaryReferenceMoving PrimaryPrimary attack move while moving.falsemelee.xtblMeleeMove.NameFalseMovingSecondaryReferenceMoving SecondarySecondary attack move while moving.falsemelee.xtblMeleeMove.NameFalseCrouchingReferenceAttack move while crouching but not moving.falsemelee.xtblMeleeMove.NameFalseCrouchMovingReferenceCrouch MovingAttack move while crouching and moving.falsemelee.xtblMeleeMove.NameFalseProneAttackPrimaryReferenceProne Attack PrimaryPrimary attack move to play when attacking prone targets.falsemelee.xtblMeleeMove.NameFalseProneAttackSecondaryReferenceProne Attack SecondarySecondary attack move to play when attacking prone targets.falsemelee.xtblMeleeMove.NameFalseStandingSyncedReferenceStanding Synced BashIf we're doing a firearm bash on a human, it'll do this synced move.falsemelee.xtblMeleeMove.NameFalseMovingSyncedReferenceMoving Synced BashIf we're doing a firearm bash on a human, it'll do this synced move.falsemelee.xtblMeleeMove.NameFalseMelee_RangeFloatTarget Search RangeHow far the system should look when searching for targets.1.43Non_Fancy_PrimaryReferenceNon Fancy PrimaryPrimary move to be used outside special sword fights. This is really only meant for swords, but maybe in SR3 or something they'll want fancy baseball bat fights or some crap like that.falsemelee.xtblMeleeMove.NameFalseNon_Fancy_SecondaryReferenceNon Fancy SecondarySecondary move to be used outside special sword fights. This is really only meant for swords, but maybe in SR3 or something they'll want fancy baseball bat fights or some crap like that.falsemelee.xtblMeleeMove.NameFalseMelee_Damage_OverridesElementOverride Melee Damage Dealt ByOverrides melee.xtbl damage entriesfalseNPCFloat0.0PlayerFloat0.0OnlineFloat0.0ExplosionReferenceThe explosion associated with this weapon.falseexplosions.xtblExplosion.NameFalseUnderwater_ExplosionReferenceThe underwater explosion associated with this weapon.falseexplosions.xtblExplosion.NameFalseFire_Damage_Per_SecondFloatFire Damage Per SecondAmount of fire damage a human will take per second from an explosion caused by this weapon.false0.0Damage_Max_DistFloatDamage Max. DistanceDistance (in meters) at or below which weapon does maximum damage (defaults to zero)
- for "bullet" type weapons, the distance is measured from the gun to the target.
- for "projectile" and "thrown" type weapons, the distance is measured from the projectile to the target.false0.0Damage_Min_DistFloatDamage Min. DistanceDistance (in meters) at or above which weapon does minimum damage (defaults to max range)
- for "bullet" type weapons, the distance is measured from the gun to the target.
- for "projectile" and "thrown" type weapons, the distance is measured from the projectile to the target.false0.0Fire_Cone_AngleFloatFire Cone Angle(THIS IS GOING TO BE DEPRECATED, PLEASE
USE THE FIRE CONE METRICS, BELOW)
Angle of cone extending from the barrel in which targets take damage (defaults to zero).false0.0Fire_Cone_LengthFloatFire Cone Lengthfalse0.0Fire_Cone_MetricsElementFire Cone MetricsMetrics to define the fire cone of weapons that fire multiple
shots per round or otherwise damage objects within a cone
rather than just along a ray.falseMetric_TypeComboElementMetric TypeType of fire cone metrics specified.AngleElementfalseAngleFloatAngle (degrees) of cone extending from the barrel in
which targets take damage (defaults to zero).0.0Min_MaxElementMin-MaxfalseNear_RadiusFloatNear RadiusRadius (meters) of the cone at the barrel of the gun.0.0Far_RadiusFloatFar RadiusRadius (meters) of the fire cone at the maximum distance
of the weapon.0.0Fire_Cone_Impact_EffectReferenceFire Cone Impact Effectfalseeffects.xtblEffect.NameFalseShots_Per_RoundIntShots Per RoundNumber of shots emitted per round (defaults to one).false1PlayerWeaponSpreadElementPlayer Weapon SpreadWeapon spread valuesfalseSpreadMinMaxElementSpread Min/MaxMinimum and maximum spread values for the weaponfalsePlayer_Spread_MaxFloatMax. SpreadMaximum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).false0.0Player_Spread_MinFloatMin. SpreadMinimum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).false0.0SpreadMovementMultipliersElementSpread Movement MultipliersSpread min/max multipliers due to movementfalseMovement_Multiplier_CrouchFloatCrouchSpread min/max multiplier when crouched (includes stationary crouch and crouch walk)false1.0Movement_Multiplier_WalkFloatWalkSpread min/max multiplier when walkingfalse1.0Movement_Multiplier_RunFloatRunSpread min/max multiplier when runningfalse1.0Movement_Multiplier_SprintFloatSprintSpread min/max multiplier when sprintingfalse1.0Movement_Multiplier_VehicleFloatVehicleSpread min/max multiplier when in a vehicle1.0Movement_Multiplier_Fine_AimStringFine AimSpread min/max multiplier when in fine-aimfalse1.0SpreadDynamicsElementSpread DynamicsValues affecting how quickly weapon spread increases and decreasesfalsePlayer_To_Spread_MaxIntTo Max. SpreadNumber of shots for the gun to go to max spread (defaults to zero, ignored for "thrown" and "melee" weapons).false0Player_To_Spread_MinIntTo Min. SpreadTime (in milliseconds) for the gun to settle from maximum spread to minimum spread (defaults to zero, ignored for "thrown" and "melee" weapons).false0SpreadDynamicMultipliersElementSpread Dynamic MultipliersSpread dynamic multipliers due to movement (values > 1.0 speed up spread recovery, values < 1.0 slow down spread recovery)falseMovement_Multiplier_CrouchFloatCrouchSpread dynamic multiplier when crouching (includes stationary crouch and crouch walk)false1.0Movement_Multiplier_WalkFloatWalkSpread dynamic multiplier when walkingfalse1.0Movement_Multiplier_RunFloatRunSpread dynamic multiplier when runningfalse1.0Movement_Multiplier_SprintFloatSprintSpread dynamic multiplier when sprintingfalse1.0Movement_Multiplier_VehicleFloatVehicleSpread dynamic multiplier when in a vehiclefalse1.0Movement_Multiplier_Fine_AimStringFine AimSpread dynamic multiplier when in fine-aimfalse1.0NPCWeaponSpreadElementNPC Weapon SpreadWeapon spread valuesfalseSpreadMinMaxElementSpread Min/MaxMinimum and maximum spread values for the weaponfalseNPC_Spread_MaxFloatMax. SpreadMaximum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).false0.0NPC_Spread_MinFloatMin. SpreadMinimum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).false0.0SpreadMovementMultipliersElementSpread Movement MultipliersSpread min/max multipliers due to movementfalseMovement_Multiplier_CrouchFloatCrouchSpread min/max multiplier when crouched (includes stationary crouch and crouch walk)false1.0Movement_Multiplier_WalkFloatWalkSpread min/max multiplier when walkingfalse1.0Movement_Multiplier_RunFloatRunSpread min/max multiplier when runningfalse1.0Movement_Multiplier_SprintFloatSprintSpread min/max multiplier when sprintingfalse1.0Movement_Multiplier_VehicleFloatVehicleSpread min/max multiplier when in a vehiclefalse1.0SpreadTargetMovementMultipliersElementSpread Target Movement MultipliersSpread min/max multipliers due to target movementfalseTarget_Movement_Multiplier_WalkFloatWalkSpread min/max multiplier when the target is walkingfalse1.0Target_Movement_Multiplier_RunFloatRunSpread min/max multiplier when the target is runningfalse1.0Target_Movement_Multiplier_SprintFloatSprintSpread min/max multiplier when the target is sprintingfalse1.0Target_Movement_Multiplier_VehicleFloatVehicleSpread min/max multiplier when the target is in a vehiclefalse1.0SpreadDynamicsElementSpread DynamicsValues affecting how quickly weapon spread increases and decreasesfalseNPC_To_Spread_MaxIntTo Max. SpreadNumber of shots for the gun to go to max spread (defaults to zero, ignored for "thrown" and "melee" weapons).false0NPC_To_Spread_MinIntTo Min. SpreadTime (in milliseconds) for the gun to settle from maximum spread to minimum spread (defaults to zero, ignored for "thrown" and "melee" weapons).false0SpreadDynamicMultipliersElementSpread Dynamic MultipliersSpread dynamic multipliers due to movement (values > 1.0 speed up spread recovery, values < 1.0 slow down spread recovery)falseMovement_Multiplier_CrouchFloatCrouchSpread dynamic multiplier when crouching (includes stationary crouch and crouch walk)false1.0Movement_Multiplier_WalkFloatWalkSpread dynamic multiplier when walkingfalse1.0Movement_Multiplier_RunFloatRunSpread dynamic multiplier when runningfalse1.0Movement_Multiplier_SprintFloatSprintSpread dynamic multiplier when sprintingfalse1.0Movement_Multiplier_VehicleFloatVehicleSpread dynamic multiplier when in a vehiclefalse1.0Ragdoll_Force_ShootFloatRagdoll Force (Shoot)How much force to apply to a ragdoll when SHOT by this weapon. 0 is none.false0.0Object_Bullet_Hit_Impulse_MagnitudeFloatObject Bullet Hit ImpulseAmount of impulse applied to dynamic objects when hit by a bullet (in kg * m / s).false100Projectile_InfoElementProjectile ParametersProjectile parameters (only for "projectile" or "thrown" weapons).falseModelReferenceThe 3D model for the projectile.items_3d.xtblItem.NameFalseSpeedFloatSpeed (Thrown)Speed of projectile when it is launched/thrown (in meters/second).0.0Post_Ignition_SpeedFloatPost Ignition Speedfalse0.0Fuse_TimeIntFuse TimeTime (in milliseconds) before projectile explodes (defaults to zero, i.e.: explode on impact).false0Attached_EffectReferenceAttached EffectEffect that is attached to projectile.falseeffects.xtblEffect.NameFalseGravityFloatAcceleration due to gravity on the projectile (defaults to -9.8 m/s^2).false-9.8SoundReferenceEmitting SoundSound that the projectile makes while in flight.falsefoley.xtblFoley.NameFalseFoleyCollisionReferenceFoley CollisionThe foley collision name that defines the sound and the min/max speed for volume when the projectile impacts geometry.falsefoley_collision.xtblFoleyCollision.NameFalseMassFloatMass of projectile in kg. Default 1kg. Only projectiles that bounce need to worry about tweaking.false1.0Linear_DampFloatLinear DampingValue between 0 and 1. Higher value results in higher drag on linear velocity (ie less distance).false0.001Angular_DampFloatAngular DampingValue between 0 1nd 1. Higher value results in higher drag on angular velocity (ie less spin).false0.001RestitutionFloatThe restitution coefficient (usually a value from 0 to 1) specifies how much kinetic energy is lost during a collision between two objects e.g. with a value of 0, all energy is lost and objects appear to come to a complete halt when they collide. With a value of 1, no energy is lost and objects bounce off each other with an equal but opposite velocity. For values between 0 and 1, the objects lose some but not all energy with each collision.false0.0FrictionFloatThe friction coefficient (usually a value from 0 to 1) which specifies how "sticky" or "rough" an object is.false0.0Angular_VelocityVectorAngular VelocityStarting angular velocity for projectile.falseXFloat0.0YFloat0.0ZFloat0.0Vertival_Angle_OffsetFloatVertival Angle Offsetfalse0.0Projectile_FlagsFlagsProjectile Flagsfalsehas light attachedrocket flightcaltropstickyharpoonsatchel chargeguidedattach_effect_after_ignitiondetonate_on_vehicle_collisionBlow_Tire_RadiusFloatBlow Tire RadiusRadius (meters) that this projectile will blow tires in.false0.0Fade_Out_TimeFloatFade Out Time0.0Projectile_Ignition_Delay_MSStringProjectile Ignition Delay MSfalseIgnition_EffectReferenceIgnition Effectfalseeffects.xtblEffect.NameFalseAI_Can_GuideIntAI Can Guide TimeTime (in milliseconds) that the AI can guide a rocket.false2000065000Zoom_TypeSelectionZoom TypeType of zoom mode. Progressive is a smooth transition, while non-progressive moves in increments every time the player taps the zoom button.falseprogressivenon-progressiveMinimum_FOVFloatMinimum FOVMinimum FOV that is zoomed to.false15.0560Maximum_FOVFloatMaximum FOVfalse0.0Zoom_StepsIntZoom StepsNumber of taps it takes to reach the minimum FOV. This value is only applicable to non-progressive zoom mode.false3110FOV_RateFloatRate at which the FOV decreases in progressive zoom mode. This value is ignored for non-progressive zoom mode.false140.01melee_damage_to_anchored_scalerFloatScaler melee damage anchoredScaler applied to damage from this weapon when hitting anchored movers with melee attackfalse0.2vehicle_damage_scaleFloatVehicle damage scale factorScale amount applied to damage if target is vehicle.false1.0melee_material_effectsListMelee Impact Material Effectsfalsematerial_effectElementMaterial EffectmaterialReferenceMaterialconcretebitmap_materials.xtblBitmap_Material.NameFalseeffectReferenceEffecteffects.xtblEffect.NameFalse8material_effect.materialfeedback_name_shot_in_vehicleReferenceFeedback when Shot (vehicles)Controller feedback to play when shot (as a gun) from within a vehicle. Has no meaning to melee weapons.feedback.xtblFeedback.NameFalsefeedback_name_shot_in_vehicle_altReferenceFeedback when Shot Alt (vehicles)Controller feedback to play when shot (as a gun) from within a vehicle. Has no meaning to melee weapons.falsefeedback.xtblFeedback.NameFalsefeedback_name_shot_on_footReferenceFeedback when Shot (on foot)Controller feedback to play when shot (as a gun) while on foot. Has no meaning to melee weapons.feedback.xtblFeedback.NameFalsefeedback_name_shot_on_foot_altReferenceFeedback when Shot Alt (on foot)falsefeedback.xtblFeedback.NameFalsefeedback_name_melee_softReferenceFeedback on Melee v. SoftController feedback to play when this weapon strikes a hard target in a melee blow.feedback.xtblFeedback.NameFalsefeedback_name_melee_hardReferenceFeedback on Melee v. HardController feedback to play when this weapon strikes a soft, fleshy target in a melee blow.feedback.xtblFeedback.NameFalsefeedback_name_spinupReferenceFeedback while spinning upController feedback to play while the weapon is spinning
up. If marked as scalable, will linearly ramp up to full intensity
as gun spins up.feedback.xtblFeedback.NameFalsepickup_infoElementLooted InfoInformation pertaining to when the weapon is looted off a dead body, or otherwise randomly picked up off the ground.min_ammo_givenIntMin Ammo GivenMinimum amount of ammo to give to the player.00max_ammo_givenIntMax Ammo GivenMaximum amount of ammo to give to the player.11Base_VersionReferenceIf this is a blinged weapon, refers to the non-blinged counterpart of the weapon.falseweapons.xtblWeapon.NameFalseWaterspray_infoElementfalseWater_stream_forceFloat0.0Refill_rate_per_secondFloat0.00Radius_Expansion_RateFloatRadius Expansion RateHow quickly the spray gets wider as it goes out.0.25Pressure_Increase_RateFloatPressure Increase Ratefalse0.50Pressure_Decrease_RateFloatPressure Decrease Ratefalse0.10Pressure_Restore_TimeFloatPressure Restore Timefalse0.0Waterspray_EffectReferenceWaterspray EffectWhich effect to play for waterspray attackseffects.xtblEffect.NameFalseVehicle_WeaponElementVehicle Weapon InfofalsePrimary_WeaponsGridPrimary WeaponsWeaponElement0UIDInt0Weapon_ClassSelectionWeapon Classpistolpistolsmgriflelauncherthrownshotgunknifenightstickstungunbatdrug1drug2liquorboxpimp slapvideo cameraknucklesflamethrowercutscene onlyminigunpepper spraychainsawwatersprayswordscriptvehicleTarget_ReticuleSelectionTarget ReticuleWhether the weapon should fire at the reticle or fire in the direction of the muzzle.TrueTrueFalseMin_HeadingFloatMin Heading (deg)0.0Max_HeadingFloatMax Heading (deg)0.0Min_PitchFloatMin Pitch (deg)0.0Max_PitchFloatMax Pitch (deg)0.0Max_Heading_SpeedFloatMax Heading Speed (deg/s)0.0Heading_DampFloatHeading Damp Angle (deg)0.0Max_Pitch_SpeedFloatMax Pitch Speed (deg)0.0Pitch_DampFloatPitch Damp Angle (deg)0.0418Alt_WeaponsGridAlternate WeaponsWeaponElement0UIDInt0Weapon_ClassSelectionWeapon Classthe class of the weapon, which affects how weapon behave gamesidepistolpistolsmgriflelauncherthrownshotgunknifenightstickstungunbatdrug1drug2liquorboxpimp slapvideo cameraknucklesflamethrowercutscene onlyminigunpepper spraychainsawwatersprayswordscriptvehicleTarget_ReticuleSelectionTarget ReticuleWhether the weapon should fire at the reticle or fire in the direction of the muzzle.TrueTrueFalseMin_HeadingFloatMin Heading (deg)0.0Max_HeadingFloatMax Heading (deg)0.0Min_PitchFloatMin Pitch (deg)0.0Max_PitchFloatMax Pitch (deg)0.0Max_Heading_SpeedFloatMax Heading Speed (deg/s)0.0Heading_DampFloatHeading Damp Angle (deg)0.0Max_Pitch_SpeedFloatMax Pitch Speed (deg)0.0Pitch_DampFloatPitch Damp Angle (deg)0.048Player_Combat_Ready_MSIntPlayer Combat Ready MS3000NPC_Combat_Ready_MSIntNPC Combat Ready MS2000Target_LockonElementTarget Lockonuse the target lockon systemfalseLockon_Time_MSIntLockon Time MSTime it takes to completely lock on to a target15000Locking_Size_MultiplierFloatLocking Size MultiplierA multiplier to determine now bug the lockon size should be when not locked on1.250Locked_Size_MultiplierFloatLocked Size MultiplierA multiplier to determine now bug the lockon size should be when not locked on1.00Beep_Timing_SlowestFloatBeep Timing SlowestThe slowest time between beeps, in seconds1.00Beep_Timing_FastestFloatBeep Timing FastestThe fastest time between beeps, in seconds0.10Angle_From_ReticuleFloatAngle From ReticuleWhen locking onto a vehicle, you need to keep within this angle from the targetting reticule7.50Angle_From_Reticule_Lose_TargetFloatAngle From Reticule Lose TargetOnce locked, if the targeting reticule moves this far from the target, the lockon begins to fade50.00Locking_Rotation_Furthest_AngleFloatLocking Rotation Furthest AngleWhen the target is being locked on to, the diamond rotates by this angle0.00FalseEntriesMeleeMiscRangedThrownVehicle